IGN: Presumably this game runs at 60 frames per second like last year's game?

Omar Kendall: Runs at 60, and always will. I think they brought up 3D earlier [at the Q & A session]. I don't know if you know anything about 3D, but to get the image you literally have to render the game twice. We are already pushing the game to the limit to get it to run, with all this crap we put in and maintain a 60 frame per second framerate. If we had to incorporate 3D and run the game twice, I think someone might suggest that we run the game at 30 and I'll never do it. This game will always be a 60 frames a second game. So either we find a way to do 3D at 60 frames. I think it's integral to this game's play that it be at 60 frames.

IGN: On the developer side, is there a lot of talk of 3D? From the media perspective, we're not really pushing for it, we don't really care.

Omar Kendall: No one wants to miss out on another Wii opportunity, right? So if 3D's gonna be the next Wii, you want to be able to make an intelligent and informed decision. Do we need to take advantage of it here or not? I agree with Neven, if you find a place for it in this game, well let's have that conversation. I don't see a place for it right now. Someone would have to make that argument to me. We're trying to recreate a television experience. Well, they don't do 3D. I don't know what they would do with 3D that would make that better.

IGN: Blood splatters. (Laughing)

Omar Kendall: Maybe. That's not a bad idea, try to put some blood on the screen. So you made your case.

Do you really wanna see Jon Fitch in 3D?

IGN: Not that I'm pushing for it.

Omar Kendall: If someone can make that argument, I'm open to it...

At this point, Neven takes off and Omar boots up the game.

Omar Kendall: Anything in the game you wanted to see? You mentioned something. I'm so curious about the dice rolls. I wanna get to the dice rolls.

IGN: So from this position, if I do a minor transition--there, it failed.

Omar Kendall: Now that actually is new, we didn't have this system last year. What I didn't like last year was this very specific situation. You get into the mount, and immediately everybody knows the best thing to do when you're on the bottom in the mount position is to get the hell out of mount. So you just do a whole bunch of transitions and roll out. Well that means I'd have to throw one punch [from the top position], and then I'd have to sit like this and block. Well that doesn't look like TV. So what we added was this passive transition defense system.

Georges St-Pierre is laying on top of Jon Fitch. He's got a certain amount of control he's able to exert without having to do anything special. His weight is preventing Jon Fitch from going anywhere, and so we wanted to replicate that in the game and we replicate that with what we call a passive transition defense system. If you try a transition right now I'm gonna block that, because I'm lying on top of you, and I don't have to do anything to make that happen. That allows me to concentrate more on my offense, I can strike more, and you can perform your transition and I don't have to babysit my transition defense.

IGN: What determines when a transition succeeds? It seems random.

Omar Kendall: We do a calculation. There's only so much passive transition defense, you can break it down. I know that there are only so many transitions that I'm gonna be able to block.

We've got this concept of posturing. So I'm in a down posture position. When I'm like this, my passive transition defense is very high, because I'm laying all my weight on you. I have heavy hips. When I posture up to strike, I'm having to give up some of that weight, some of that leverage because I want to deliver stronger strikes. So inherently in this position I'm off balance, and inherently I have less passive transition defense.